---------------------------------------------------------------- Hey guys. im currently modeling the first order helmet but got stuck in the progress. i dont know how i can add the small detail. I can't make it work with floaters or the bend modifier. is it posible by making an Zbrush alpha in 3DS max? Does anyone know an solution for this? here's the details i mean.
The detail si fairly small so you could just model it and have it float above the model and bake it down into your textures https://www.youtube.com/watch?v=ny-M4QRGFN8 as such
the proportions of the helmet are not good. It should be more horizontal, yours is too high. And about the details, if I understand it correctly, you are modeling it in Max? if so import to Zbrush and add it. Then simply mask the shape you want and extract it. ( I am suggesting Zbrush because you mentioned it about alphas, but I do not find it effective to create it with them, so i think with extracting you will get the right result)
Thanks for the reply guys. Hashbrownhamish: yes the details are small. but the helmet got an sphere shape. That make's it very difficult to make a floater on top of that in my opinion.
Oliveiro: actually i havent been using Zbrush before. but am i wrong when i import the helmet into zbrush and make's it to a dynamesh and then making a mask on it? when i do that i just cant get fine hardsurface lines. any suggestions?
Just mask and extract the details as floaters will do. You will get same surface as the helmet underneath. Or use that brush to conform/bend the floater to the subtool behind.
Pyrzern: i'll try that. Dan: yes im going to make a low poly for it aswell. but still needs an height difference than that helm surface. Here's the model with wireframe.
finally i managed to make the little floater in the right proportions thanks to you guys advices. thanks allot! i will let Ndo do the rest of the small detailing. I have tried to make the helmet a little bit more horizontal aswell. please let me know if you guys got any idears or critique for the helmet. some highpoly pics of the helmet:
Hey guys. i have some quistions. i have made my lowpoly mesh and made the UVW and baked the Normals map and that is a really bad bake. and i figures you that there is some problems some places. do i have to go back i the process and straghten out the problems and redo the Smoothing groups and the do the UVW all over again and bake a new one? is there another way which is faster than do every thing over again? heres so pic's of what i mean.
Some of those problems look like you need to flip your green channel. The warping usually comes from when the geometry in your lowpoly doesn't match close enough to your highpoly. What does your lowpoly look like?
thanks Bardler. i'm gonna look into that. i was using a cage to make the normals map inside 3Ds max here's my lowpoly model without the normal map. i tried to play a little around with the Smoothing groups
Replies
https://www.youtube.com/watch?v=ny-M4QRGFN8 as such
Hashbrownhamish: yes the details are small. but the helmet got an sphere shape. That make's it very difficult to make a floater on top of that in my opinion.
Oliveiro: actually i havent been using Zbrush before. but am i wrong when i import the helmet into zbrush and make's it to a dynamesh and then making a mask on it? when i do that i just cant get fine hardsurface lines. any suggestions?
Could you post a Wireframe of the control cage/low poly object before Subdivision?
Dan: yes im going to make a low poly for it aswell. but still needs an height difference than that helm surface.
Here's the model with wireframe.
i will let Ndo do the rest of the small detailing.
I have tried to make the helmet a little bit more horizontal aswell.
please let me know if you guys got any idears or critique for the helmet.
some highpoly pics of the helmet:
i have made my lowpoly mesh and made the UVW and baked the Normals map and that is a really bad bake. and i figures you that there is some problems some places. do i have to go back i the process and straghten out the problems and redo the Smoothing groups and the do the UVW all over again and bake a new one? is there another way which is faster than do every thing over again?
heres so pic's of what i mean.
here's my lowpoly model without the normal map. i tried to play a little around with the Smoothing groups
what do you guys think ?